Author Archives: Eric DeBrosse

About Eric DeBrosse

Lead developer of the Orion Engine.

NPC Avatars

Finally got around to adding some NPCs into the game. Currently you can chat with them. Soon, they will be used to start quests, and to provide rewards, etc. It’s very cool that I have this working, since enemies will … Continue reading

Posted in Game Development | Tagged , , | Comments Off on NPC Avatars

Large Mesh Files

I decided to re-write the mesh load and save routines used by the engine. They were previously using a recursive algorithm, which quickly caused the stack to fill up on larger models with deep hierarchies. Running into a stack overflow … Continue reading

Posted in Engine Development, Game Development | Tagged , | Comments Off on Large Mesh Files

Collision and Response

I’ve been hard at work implementing new intersection tests, and dealing with collision and response algorithms. Pretty tough stuff to make work correctly and smoothly under all circumstances! I’m basically breaking up an area into distinct height levels, then doing … Continue reading

Posted in Engine Development, Game Development | Tagged , | Comments Off on Collision and Response

Animation Controller Scaling

Turns out I wasn’t extracting scaling properly in my 3ds Max exporter plug-in. For one thing, if the local transformation included any scaling, it could cause NAN problems to arise while converting the matrix rotations into quaternions for the keyframed … Continue reading

Posted in Engine Development, Game Development, Graphics | Tagged , , | Comments Off on Animation Controller Scaling

Networking Code

I finally feel the game’s network code is very stable. I found a pretty major bug on Christmas day that would cause file downloads to randomly stall. It had been nagging me for a while. Of course, this severely hurt … Continue reading

Posted in Engine Development, Game Development | Tagged , , , , | Comments Off on Networking Code

Client Avatar Updates

The game client now queues up all avatar update notifications. For example, if you walk into an area with a LOT of avatars, they are slowly and gracefully “spilled” into the current scene. Instead of trying to load all of … Continue reading

Posted in Game Development | Tagged , , | Comments Off on Client Avatar Updates

Game Server Avatar Updates

The game server finally properly handles avatar update messages. Basically, all avatars are grouped into small areas. These areas align with the land block grid system used by the terrain renderer. As a player moves in and out of a … Continue reading

Posted in Engine Development, Game Development | Tagged , , | Comments Off on Game Server Avatar Updates

False Positive

Have you ever written and compiled an application that instantly gets flagged as a Trojan? Windows Defender thought my Setup.exe bootstrap program was a virus! This cracks me up. I reported it as a false positive to Microsoft and all … Continue reading

Posted in Game Development | Tagged , , | Comments Off on False Positive

Been There Radar Window

The radar window now works in the game. It shows all avatars that are nearby. It can also be used to select an avatar. Once the combat system works, it will also show the enemies/monsters. In addition to a few … Continue reading

Posted in Game Development | Tagged | Comments Off on Been There Radar Window

Object Identification

The examine dialog can now be used to identify all objects in the game that can be interacted with. This includes everything in your backpack. New treasure chests have been added to the areas where the portals take you, all … Continue reading

Posted in Game Development | Tagged | Comments Off on Object Identification